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hybridial

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Everything posted by hybridial

  1. And the writing in the kids cartoon has about a 50/50 chance at least of being more complex in its writing
  2. I would agree with @Thacobell, CGI can be a great tool to enhance practical effects, but, I feel the one thing even bad practical effects have over CGI is at least something is real and there's an actual physical craftsmanship involved. There is a charm to that, whereas CGI will always have a feeling of sterility, which just grows and grows the more movies basically become computer animations. I also haven't seen many movies actually use CGI at a high budget level artistically, Blade Runner 2049 is probably the strongest example of a movie where I was genuinely struck by the visuals on offer and that they carried with me after I saw it. But most Hollywood movies on that level are not very artistically expressive. The Shape of Water is another good example... I didn't really like the movie, but the effects were tastefully done and a strong aspect of it.
  3. This has been one of my favourite songs as of late
  4. Thanks @Graion Dilach I do have an additional question about BGEE. Which is, I do not use Siege of Dragonspear, and I do not want to use it. Is it possible to implement an rndtres table myself in BGEE? I would imagine its possible but I don't know if it would be as simple as just copying it over from BG2/IWD, blanking it and making my own entries or if there's more to it than that.
  5. One thing I noticed in Icewind Dale, is the use of a lot more "generic" randomised weapons. I thought, it's certainly not a bad idea as that way you get a lot of use out of the created icons for those weapons. Since I really would not be up to the task of creating new art assets, it makes sense to me if I wanted to add more items to these games to do it in a similar way to what Icewind Dale does. I was wondering if anybody could share with me the basics to how to implement a random loot table, particularly in Baldur's Gate 1 and 2 EE. I sort of get the idea that it would probably mean creating new 2da tables, more entries in existing ones and items that reference the tables, but it would help me a lot to know if there's any specific intricacies I might have to watch for.
  6. I've already posted about this idea on beamdog's forums, but this is a more developed version of the idea that I feel I can do because I have learned a bit more about what can be done with near infinity. Also I was considering installing spell revisions and thus my idea was to take advantage of some of the new spells that added. Ultimately though I realised personally that I don't like heavily changing these games. But that said there's still potential additions that could be made so here is the gist of the idea. The basis for it is giving the kit thematic druid spells as innate abilities, with one arcane addition. I also play with a customised spell table that is relatively close to the Icewind Dale spell table but does allow rangers and paladins to gain a couple more level VII spells. BEAST MASTER: This Ranger is a wanderer and is not comfortable in civilized lands. Therefore, <PRO_HESHE> maintains a natural affinity for animals; they are <PRO_HISHER> friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them. Advantages:– 3rd level: May cast Animal Summoning I twice per day. – +15% to Move Silently and Hide In Shadows. – 3rd level: May cast Animal Summoning I twice per day. – 5th level: May cast Summon Insects twice per day – 7th level: May cast Animal Summoning II twice per day. – 9th level: May cast Call Woodland Beings twice per day – 11th level: May cast Animal Summoning III twice per day. – 13th level: May cast Insect Plague twice per day – 15th level: May cast Conjure Animals twice per day – 17th level: May cast Call Wyvern twice per day – 19th level: May cast Creeping Doom twice per day Disadvantages: – May not use any metal weapons (for example: swords, halberds, war hammers, or morning stars). – May not wear armor heavier than studded leather. The Beastmaster gives up a lot but I feel this would make them a really strong summoner character, that could function pretty closely to say a totemic druid but with better attack capability. (Especially given I like to give them access to Grandmastery.) In practice I find it hard to say if it'd be too overpowered without trying it out, which I plan to, but I'd listen to anyone's insight.
  7. I've had a chance to test out the new gnome mage changes, they seem to work great, but I notice that it doesn't make Quayle (And by extension I am assuming Jan) into multi class general mages. Very easy to manually adjust in Near Infinity, but maybe worth adding as a component either within the Gnome mage component or maybe seperate ones like the other characters?
  8. I like the sound of the general mage tweaks for the Mage specialists, will you be able to apply it to Edwin in BG2 as well?
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